Section 3: Activating Communication: Designing Learning and Integrating Technology
Thanks to Davis School District, Utah
SAMR model
The Substitution Augmentation Modification Redefinition Model offers a method of seeing how computer technology might impact teaching and learning. It also shows a progression that adopters of educational technology often follow as they progress through teaching and learning with technology.
Vista Higher Learning Seminar
Toni Theisen
Loveland High SchoolLoveland, Colorado
Connect me -Toni Theisen: email
Connect with me on Twitter: tonitheisen Facebook
Toni Theisen wiki
Essential Questions
How has learning changed?
How has teaching changed?
Take action to be an active participant:
Next Generation Infographique Language Learning
Videos from today
Infographic for language learner video
Handouts and PowerPoints from today
Section 1: Activating Communication:Focusing Lenses
How can we use focusing lenses to guide our thinking when designing instruction?
Essential documents and links
ACTFL Position Statement -Final - Languages as Core - May 2013.pdf
need to register
Section 2: Activating Communication: Make it more "mathy".
Math Sites and documents
http://www.arkive.org/
Marie-Rose-busy-day 2daily routine.pdf
Section 3: Activating Communication: Designing Learning and Integrating Technology
SAMR model
The Substitution Augmentation Modification Redefinition Model offers a method of seeing how computer technology might impact teaching and learning. It also shows a progression that adopters of educational technology often follow as they progress through teaching and learning with technology.
Padagogy Wheel
More Padagogy wheel
Padagogy wheel poster download:
padwheelposter.pdf
Building the Culture of an Empowered Mindset Towards Technology Innovation Chart
From the café unit to the hunger unit in Level 1
IB language B information
Technology to activate communication and transform learning
I. Resources for locating images and photos
http://5card.cogdogblog.com/play.php?suit=5card -play
II. Using images and information to make stories, comics, books, magazines and speaking activities
III. Resources for using and creating videos
IV. Technology to record voice or use computer generated voice
VI. Other great tools to impact learning
(app, too)
VII. Apps